;   WW2- PACIFIC
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
9       ; City size for first unhappiness at Chieftain level
40      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
6       ; Fascism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
50      ; Fascism loses this % of science
50      ; Percent shield penalty for production type change
8       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
6       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Unreachable Tech,   0, 1,  FP,  Gun, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Anti-Air Missiles,  6,-1,  Roc, nil, 1, 3    ; Ast   ***
Atomic Theory,      4,-1,  nil, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, Cst, 0, 4    ; Bri
Radar Submarines,   5,-1,  Amp, Rec, 0, 4    ; Bro  ***
Carrier Based Air,  5, 0,  nil, AFl, 0, 2    ; Cer  ***
Chemistry,          5,-1,  Uni, nil, 1, 3    ; Che
Heavy Armor,        8,-2,  Mob, Hor, 1, 0    ; Chi
Adv. Atomic Theory, 6, 0,  Pla, nil, 0, 0    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, nil, 3, 4    ; Cmp
Convoy Protection,  7,-1,  NP,  Rec, 2, 0    ; Csc   ***
Conscription,       4, 0,  nil, nil, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Critical Pile Test, 8,-1,  NF,  nil, 3, 4    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Inv, Mag, 2, 4    ; E1
Electronics,        4, 1,  E1,  Cor, 3, 4    ; E2
Engineering,        4, 0,  nil, Cst, 0, 4    ; Eng
Essex Carriers,     7, 1,  Csc, nil, 3, 2    ; Env   ***
Espionage,          2,-1,  SFl, Cmn, 3, 0    ; Esp
Explosives,         5, 0,  Inv, Che, 2, 4    ; Exp
Free Fighters,      4,-1,  Gue, nil, 0, 0    ; Feu   ***
Flight,             4,-1,  Cmb, nil, 2, 4    ; Fli
Fascism,            2,-2,  Cst, MT,  3, 2    ; Fun   ***
Fusion Bomb,        8, 0,  NP,  CoL, 3, 3    ; FP    ***
Guided Projectiles, 5, 2,  Pot, War, 3, 3    ; Gen   ***
Guerrilla Warfare,  5, 1,  Cmn, Tac, 3, 0    ; Gue
Unreachable Tech 1, 0,-2,  no,  no,  1, 0    ; Gun   ***
Heavy Artillery,    5,-1,  Too, Lab, 0, 0    ; Hor   ***
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, nil, 1, 4    ; Inv
Jet Propulsion,     7,-2,  PT,  nil, 3, 0    ; Iro   ***
Labor Union,        5,-1,  Met, Cor, 3, 2    ; Lab
Jungle Warfare,     5, 0,  Gue, SFl, 3, 3    ; Las   ***
Leadership,         5,-1,  nil, Inv, 1, 0    ; Ldr
India Resistance,   1, 2,  no,  no,  0, 3    ; Lit  42
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, nil, 1, 3    ; Mag
Map Making,         6,-1,  nil, nil, 0, 1    ; Map
Martial Law,        4, 1,  no,  no,  0, 4    ; Mas  46
Mining,             4, 0,  Exp, Too, 3, 4    ; MP     ***
Mathematics,        4,-1,  nil, nil, 0, 3    ; Mat
Peacetime Economy,  4, 0,  FP,  Rob, 1, 1    ; Med
Merchant Marine,    6, 1,  Amp, Ind, 3, 4    ; Met    ***
Miniaturization,    4, 1,  Ast, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, nil, 1, 2    ; MT
Naval Fighters,     7, 0,  Cer, Env, 0, 2    ; Mys    ***
Navigation,         6,-1,  Sea, nil, 1, 1    ; Nav
Nuclear Fission,    7,-2,  Ato, nil, 3, 3    ; NF
Naval Communications,4,0,  Lab, E2,  3, 3    ; NP
Philosophy,         6, 1,  nil, nil, 1, 2    ; Phi   
Physics,            4,-1,  Nav, nil, 1, 3    ; Phy
Plutonium Bomb,     8, 0,  NF,  Iro, 3, 3    ; Pla   62
Nuclear Testing,    5, 0,  Roc, Cur, 1, 4    ; Plu   ***
Precision Bombing,  8, 0,  nil, Mys, 0, 2    ; PT    ***  64
Proximity Fuse,     8,-2,  Chi, Env, 3, 0    ; Pot   ***
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR
Radar,              4, 1,  AFl, E2,  3, 2    ; Rec   ***
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  nil, nil, 0, 2    ; Rep
Rotary Wing,        5,-2,  Iro, CA,  3, 0    ; Rob   *** 
Rocketry,           6,-2,  PT,  Gen, 3, 0    ; Roc   ***
Sanitation,         4, 2,  nil, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, nil, 0, 1    ; Sea
Special Operations, 6,-2,  Amp, CA,  3, 0    ; SFl   ***
Reconaissance,      1,-2,  Cer, Csc, 3, 0    ; Sth   ***
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Suicide Attacking,  4, 1,  AFl, War, 3, 3    ; Sup   ***
Tactics,            6,-1,  nil, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  nil, 1, 2    ; The
Torpedo Bombing,    4, 0,  AFl, nil, 1, 3    ; ToG  ***
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
War Mobilization,   8,-1,  NP,  Cor, 3, 0    ; War   ***
Mobile Artillery,   3,-1,  Mob, nil, 0, 4    ; Whe   ***
Writing,            4, 2,  nil, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rob, 3, 3    ; ...
China Resistance,   0, 0,  no,  no,  0, 0    ; U1    90
Japan/Allied,       0, 0,  no,  no,  0, 0    ; U2   
Not Big Three,      0, 0,  no,  no,  0, 0    ; U3
Not Allied,         0, 0,  no,  no,  0, 0    ; X1
Not Japanese,       0, 0,  no,  no,  0, 0    ; X2
Not Russian,        0, 0,  no,  no,  0, 0    ; X3
Not Japan/Allied,   0, 0,  no,  no,  0, 0    ; X4
Big Three Powers,   0, 0,  no,  no,  0, 0    ; X5
Not Chinese,        0, 0,  no,  no,  0, 0    ; X6
Not ABDA Military,  0, 0,  no,  no,  0, 0    ; X7
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;
;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    no,
Palace,                   10, 0,    nil,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    nil,
Temple,                   4,  1,    nil,
MarketPlace,              8,  1,    nil,
Library,                  8,  1,    Med,
Courthouse,               4,  0,    nil,
City Walls,               8,  0,    nil,
Aqueduct,                 8,  1,    Med,
Bank,                     12, 1,    Med,
Pagoda,                   12, 3,    MT,
University,               16, 3,    Med,
Mass Transit,             16, 4,    no,
Stadium,                  10, 1,    Dem,
Factory,                  20, 4,    Cor,
Manufacturing Plant,      32, 4,    War,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    Ref,
Hydro Plant,              16, 4,    no,
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    Med,
Sewer System,             12, 1,    Med,
Intensive Irrigation,      8, 3,    Rfg,
Superhighways,            20, 3,    Med,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Ast,
Coastal Fortress,          8, 1,    Too,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    Sea,
Shipping Docks,           12, 3,    Met,
Airport,                  16, 3,    Rec,
Police Station,           6,  2,    Dem,
Port Facility,            8,  3,    Amp,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Cor,
Grand Canal,              20, 0,    nil,
S.E. Asia's Trade Center, 20, 0,    nil,
Jewel of the Orient,      20, 0,    nil,
Pearl Harbor,             20, 0,    nil,
Forbidden City,           30, 0,    nil,
Grand Coulee Dam,         50, 0,    nil,
Nature Wall,              30, 0,    nil,
Mao's Long March,         30, 0,    nil,
The Sumatran Oil Strike,  30, 0,    nil,
The Pagan Pagodas,        20, 0,    nil,
Hollywood,                40, 0,    nil,
Daibutsu Temple,          30, 0,    nil,
Yamamoto's Naval Strategy,40, 0,    nil,
The Empire State Building,30, 0,    nil,
Borobudur,                40, 0,    nil,
The Golden Gate Bridge,   40, 0,    nil,
Kremlin,                  40, 0,    nil,
FDR's New Deal,           40, 0,    nil,
Kyoto's Ancient Temples,  40, 0,    nil,
Statue of Liberty,        40, 0,    nil,
Taj Mahal,                30, 0,    nil,
Women's Suffrage,         60, 0,    nil,
Hoover Dam,               60, 0,    nil,
Manhattan Project,        60, 0,    Cur,
United Nations Conference,60, 0,    nil,
Navajo Code System,       60, 0,    nil,
Meiji Restoration,        60, 0,    nil,
St. Basil's Square,       60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Mat,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
Mat,        ; Marco Polo's Embassy
nil,        ; Magellan
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Shakespeare
Mat,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage
nil,        ; Manhattan Project
nil,        ; League of Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fascism (stormtroopers)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Engineers,       War, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000010
Seabees,         X1,  0,  2.,0,  0a,4d,  2h,1f,  8,0,  5, War, 000000100000010
USSR Infantry,   X3,  0,  0.,0,  0a,5d,  2h,2f,  2,0,  1, Cst, 000000000000000
China Infantry,  X6,  0,  1.,0,  0a,4d,  1h,1f,  1,0,  1, Cst, 000000000000000
Allied Infantry, X7,  0,  1.,0,  1a,5d,  2h,1f,  2,0,  1, Cst, 000000000000000
Japan Infantry,  X2,  0,  1.,0,  1a,5d,  1h,1f,  2,0,  1, Cst, 000000000000000
ANZAC Troops,    U3,  0,  2.,0,  5a,4d,  3h,2f,  5,0,  1, Cst, 000010000000010
Commandos,       nil, 0,  2.,0, 10a,4d,  2h,3f,  8,0,  0, SFl, 001001100000111 
Home Forces,     nil, 0,  0.,0,  0a,7d,  3h,1f, 10,0,  1, Alp, 000100000000000
Partisans,       nil, 0,  1.,0,  4a,4d,  2h,2f,  3,0,  1, Feu, 000001000001010
Landing Craft,   X2,  2,  6.,0,  1a,5d,  3h,1f,  5,4,  4, Met, 000000000000000
Paratroopers,    nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
Marines,         X4,  0,  2.,0, 10a,4d,  2h,2f,  6,0,  0, Amp, 000000000000100
Bazooka,         X1,  0,  2.,0, 12a,2d,  2h,4f,  2,0,  0, Too, 001010000000000
Machinegunners,  nil, 0,  1.,0,  6a,4d,  2h,2f,  4,0,  0, Tac, 000010000000001
Anti-Aircraft,   Pot, 0,  1.,0,  4a,4d,  1h,2f,  5,0,  1, AFl, 010000000010000
VT Anti-Air,     nil, 0,  1.,0,  6a,5d,  1h,2f,  5,0,  1, Pot, 010000000010000
Cavalry,         Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Tac, 000000000000000
Guided Missile,  X2,  1, 10.,1, 20a,0d,  1h,3f,  4,0,  0, Gen, 001000000000000
Bomber,          U2,  1,  8.,2,  8a,1d,  2h,2f,  8,0,  3, AFl, 000000000000000
Artillery,       Hor, 0,  1.,0, 10a,1d,  2h,1f,  5,0,  0, Too, 000000001000000
Howitzer,        nil, 0,  2.,0, 12a,2d,  2h,2f,  7,0,  0, Hor, 000000001000000
Sherman Tank,    X1,  0,  2.,0, 10a,5d,  3h,2f,  8,0,  0, Chi, 000010000000000
Flame Thrower,   nil, 0,  1.,0,  6a,4d,  2h,2f,  6,0,  0, Las, 000001000000100
Coral Reef,      nil, 2,  0.,0,  0a,30d, 6h,1f, 99,0,  7, Alp, 000000000000000
Light Tank,      Chi, 0,  3.,0,  9a,4d,  2h,1f,  7,0,  0, Mob, 000010000000000
Kamikaze,        X2,  1,  6.,1,  6a,0d,  1h,5f,  2,0,  3, Sup, 001000000010000
Fighter,         Cer, 1,  8.,1,  5a,2d,  1h,2f,  4,0,  3, Fli, 010000000010000
Betty Bomber,    X2,  1, 12.,2, 12a,2d,  2h,2f, 10,0,  3, AFl, 000000000000000
Catalina,        X2,  1, 14.,5,  0a,3d,  2h,3f, 10,0,  3, Sth, 000000000001001
Zero Fighter,    X2,  1,  8.,1,  7a,3d,  1h,2f,  6,0,  3, Cer, 010000000010000
Torpedo Bomber,  X2,  1, 12.,1,  7a,2d,  3h,6f, 10,0,  2, ToG, 000000000001001
Flying Fortress, X1,  1, 16.,4, 12a,4d,  4h,2f, 12,0,  3, Rec, 000000000000001
Superfortress,   X1,  1, 18.,4, 14a,5d,  4h,2f, 14,0,  3, PT,  000000000000001
Dauntless Dive B,X1,  1, 18.,1, 10a,1d,  3h,2f,  8,0,  3, Cer, 000000000010000
Val Dive Bomber, X2,  1, 10.,1,  8a,1d,  2h,2f, 10,0,  3, Cer, 000000000000000
PT Boat,         X1,  2,  7.,0,  4a,3d,  2h,3f,  3,0,  2, NP,  000000000001000
Destroyer,       nil, 2, 12.,0,  4a,4d,  3h,2f,  5,2,  2, E1,  100000000000000
Light Cruiser,   nil, 2,  9.,0,  6a,6d,  3h,2f,  8,1,  2, Stl, 100000000000000
Heavy Cruiser,   nil, 2,  8.,0,  8a,8d,  3h,2f, 12,0,  2, Stl, 100000000000000
Battleship,      U3,  2,  7.,0, 12a,12d, 5h,2f, 24,0,  2, Aut, 000000000000000
Adv. Submarine,  U3,  2,  8.,0, 10a,3d,  3h,2f,  6,0,  2, Bro, 000000000001001
Heavy Carrier,   Env, 2,  8.,0,  0a,10d, 5h,1f, 24,0,  2, Met, 000000010000000
Essex C. Carrier,X1,  2, 12.,0,  0a,12d, 5h,2f, 24,0,  2, Env, 000000010000000
Submarine,       Bro, 2,  6.,0,  8a,3d,  2h,2f,  6,0,  2, Amp, 000000000001001
Atomic Bomb,     X1,  1, 10.,1,  99,0d,  1h,1f, 16,0,  0, Pla, 001000000000000
Hydrogen Bomb,   X1,  1, 40.,1,  99,0d,  1h,1f, 20,0,  0, FP,  001000000000000
Spy,             X1,  0,  2.,0,  0a,2d,  1h,1f,  3,0,  6, Esp, 000000000000011
Mine,            nil, 2,  1.,0,  0a,5d,  1h,1f,  2,0,  6, MP,  000000100000000
Freight,         nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000001000000010
Super Battleship,nil, 2,  7.,0, 15a,15d, 6h,2f, 32,0,  2, Alp, 000000000000000
Jet Fighter,     U3,  1, 12.,1, 10a,4d,  3h,2f,  8,0,  3, Iro, 010000000010001
Hellcat Fighter, X1,  1, 10.,0,  6a,3d,  3h,2f,  6,0,  3, Cer, 010000000010000
Shiden Fighter,  X2,  1, 10.,1,  7a,3d,  3h,2f,  6,0,  3, Mys, 010000000010000
Mobile Artillery,nil, 0,  3.,0, 12a,2d,  3h,2f,  9,0,  0, Whe, 000000001000000
Medium Tank,     X2,  0,  3.,0, 10a,5d,  2h,1f,  6,0,  0, Chi, 000000000000000
Flying Tigers,   X1,  1, 10.,0,  7a,3d,  2h,4f,  6,0,  3, Alp, 011000000010001
Transport,       X1,  2, 12.,0,  0a,9d,  2h,1f,  5,8,  4, Amp, 000000000000000
Mustang Fighter, X1,  1, 12.,0,  8a,3d,  3h,2f,  6,0,  3, Mys, 010000000010000
Thunderbolt Ftr.,X1,  1, 12.,4,  7a,4d,  4h,2f,  6,0,  3, Mys, 010000000010000
T-34 Tank,       X3,  0,  3.,0, 10a,5d,  3h,3f,  8,0,  0, Mob, 000000001000000
Helicopter,      nil, 1,  6.,0, 10a,4d,  3h,2f, 10,0,  0, Rob, 000000000000001
;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fascism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Rubber,     2,3,  2,4,5,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Gla
Jungle 2,   2,3,  2,1,0,   Grs, 0,15, 6,   yes, 8,10,  3,  no,    ; Swa
Jungle,     2,3,  2,1,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Rice,       1,2,  4,2,1,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Tin,        2,2,  1,6,6,
Oil,        2,3,  1,10,7,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oasis,      1,2,  3,1,0,
Rice,       1,2,  4,2,1,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Tin,        2,2,  1,6,6,
Oil,        2,3,  1,10,7,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Lord,        Lady
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        Premier,     Premier
Republic,       President,   President
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,      -1,  0,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  1,  0, -1,
Conrad Helfrich, Theresa,          0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 5, Governor General, Governor General
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,    1, -1,  0,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Father Nature, Mother Nature,      1, 7, 2, Indians,     Indian,     -1, -1,  1,     2, Maharaja, Maharaja,
Stalin,       Catherine the Great, 0, 1, 3, Russians,    Russian,    -1,  0,  1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Chiang Kai-shek, Chiang Kai-shek,  0, 4, 0, Aztecs,      Aztec,       0, -1,  0,     1, Generalissimo, Generalissimo, 2, Generalissimo, Generalissimo
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0, -1,     3, Chairman, Chairperson
Franklin Roosevelt, Eleanor Roosevelt, 0, 6, 3, English, English,     1, -1,  0,     4, Lord Protector, Lady Protector,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tojo,         Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 3, Premier, Premier, 4, Premier, Premier, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,

;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Manganese,
Coal,
Copper,
Cotton,
Rubber,
Lead,
Silver,
Nickel,
Bauxite,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













